Wednesday, November 30, 2011

Ibuki: Triple Hit Launch

http://i247.photobucket.com/albums/gg141/Skiegh/NoStun3hitAir.gif

A neat little combo that can only be done if you only hit once with Ibuki's close range HK (Her launch). If it only hits once, you can just barely super jump cancel into a HK in time to combo it all together. It's damage is decent but it's stun generation is quite noteworthy. Not impractical but it's not a situation that will come up often and even if it does, you have to realize it fast enough to make use of it.

Alex: Stun Gun corner combo




http://i247.photobucket.com/albums/gg141/Skiegh/StunGun.gif

Bit of a tricky combo utilizing Alex's SAIII which by most (including me) is generally considered to be a troll super. It's uses are slim as it's easy to not only avoid but to punish. Should it hit however, it's a 100% stun and decent damage.

This combo showcases one of the very tricky ways to actually combo it but don't expect to hit with this in an actual match as it requires a very precise hit of Alex's HK against an airborne opponent at a specific height and a well timed elbow charge. Not easy by any means and this combo can actually be longer and trickier...

Q: SAII BnB

http://i247.photobucket.com/albums/gg141/Skiegh/SAIIBnB.gif

Q's SAII BnB. Not much to say about this other than timing the last charge attack can be a bit tricky. You'll notice I use a crouching LP to help time when to use the charge attack. Useful tip that even some pro Q's still use but most just know the timing instinctively.

Elena: Corner BnB

http://i247.photobucket.com/albums/gg141/Skiegh/CornerCombo.gif

Elena's corner BnB. It does decent damage but can be a little tricky to do but not nothing a little practice can't fix. The SAI at the end can be substituted for an EX scratch wheel which I think actually does more damage than her super with that amount of damage scaling.

Elena: Air catch combo

http://i247.photobucket.com/albums/gg141/Skiegh/Anti-Air.gif

Elena combo should you manage to catch an opponent in the air with her EX Mallet Smash. Spends a lot of meter but it's worth it for the damage and the stun. Done right, you can actually 100% stun characters who have low to normal stun gauge sizes.

Makoto: SAIII BnB

http://i247.photobucket.com/albums/gg141/Skiegh/SAIII-1.gif

Makoto's SAIII BnB. The general rule of thumb of her SAIII is that after you use it, use one less strength of punch to combo another attack in. Her SAIII is shunned by 99% of Makoto's because when in effect, though your damage may be doubled, you cannot block, only parry. It's a gimmicky super but my god do I love using it.

(Side note about her SAIII - it is coated in invincibility frames during the start of the super. Which is the best of this super.)
See this video for a clear example...
http://www.youtube.com/watch?v=B5u2kqnj3s8
Old but still high level play -- only KO would use SAIII on Makoto during an actual match.
0:38 to see the invincibility frames in action.
http://i247.photobucket.com/albums/gg141/Skiegh/StunCombo25.gif

Ah... Makoto's 100% stun combo, infamous and generally considered to be unbalanced despite the fact that Makoto's SAII is actually a very balanced super. The reason for that is because it can only be comboed against people who are on one half of the screen, any further and it won't link. The real unbalanced part is that Makoto's Fukiage (The upward punch) generates an absolutely ABSURD amount of stun and can be comboed after this super though it does require a LOT of practice.

I practiced this for quite a long time before making this GIF since I never really used Makoto once. Took me about 2 days before I could do it... consistently enough to make this GIF. It looks like a simple Fukiage after the super followed by another but the first Fukiage is actually Kara'd which can be quite tricky. (For those unaware, Karas or Karaing is a fighting game term used to describe starting a move and then canceling it into another move within 1-2 frames to generate either increased/deceased range by moving the sprite to one direction.) In this case, the kara used is Makoto's standing heavy kick which in the first 1-2 frames of the animation, moves Makoto backwards quite a few pixels. The reason you need to do that is so when that fukiage hits, your next dash will put you range to do LP fukiage. Without the Kara, this cannot be done.

It's a learning experience and as far as 100% combos go, this one has my most respect despite still being a little overpowered but really, Makoto is quite a balanced character, she is just a tiny bit too good statistically. Lower her stun generation on fukiage, decrease the range on Karakasu (her command grab) by 1-4 pixels and she would be perfectly balanced. She's a very high skill character that's fun to watch but absolutely bullshit to play against.

Ken: EX Tatsu SAIII link

http://i247.photobucket.com/albums/gg141/Skiegh/KenSAIIICrossup.gif

A very flashy and fun combo to do on Ken. On some characters it is possible (if positioned right) for Ken to go over their heads during his EX Tatsu, allowing the last hit of it to hit at the end of it's rotation, opening up a fairly easy link for his SAIII.

The reason after the crossup I only use Ken's MP instead of his standard target combo of MP->HP is because the HP ruins the positioning and doesn't allow Ken's tatsu to go over Elena's head.

Ken: Bizarre Combo

http://i247.photobucket.com/albums/gg141/Skiegh/KenSAII.gif

A bizarre little combo I did on a whim during a match I had when I was dicking around with Ken. It utilizes the suction of Ken's SAII but it ends up missing most of the hits. Uses? Slim to none!

Ryu: Q only combo

http://i247.photobucket.com/albums/gg141/Skiegh/RyuQCombo.gif

Ryu combo that can only be done against Q due to his tall hit box and wide falling hit box. It's quite an impractical combo and really quite hard to pull off and it's for that reason that this isn't even me doing this combo. I have forgotten who it was I gave credit to the first time I made this description so sadly all I can say is thanks to whomever you are because I could not replicate this combo myself for whatever reason.

Ryu: Corner only combo

http://i247.photobucket.com/albums/gg141/Skiegh/Wallcombo.gif

A snazzy looking corner-only Ryu combo utilizing a lot of the properties of his EX moves. Decent damage and generally worth the meter if you manage the scenario. This is entirely possible in a match and I and most good Ryus will be able to manage this.

Ryu: Hadoken Reset

http://i247.photobucket.com/albums/gg141/Skiegh/SAIairreset.gif

A somewhat useful aerial reset all done at complete range with a HP Hadoken. The opponent can parry the second SAI (Shinku-Hadoken) but it'll leave him suspended in the air long enough for you to punish him with another attack for him to parry. Good luck to him.

Ibuki: Zero Damage Clip

http://i247.photobucket.com/albums/gg141/Skiegh/Nohit.gif

A clip taken directly from the youtube video by his1nightmare and as such he deserves all credit.

Here is the link as well as a link to another GIF from this I used...
http://www.youtube.com/watch?v=V8ZVAloXsZs
http://i247.photobucket.com/albums/gg141/Skiegh/ZeroDamageSeanShort.gif

Ibuki: Hugo Stun Combo Link

http://i247.photobucket.com/albums/gg141/Skiegh/HugoStunNewSmallerevenEven.gif

A bizarre little stun combo against hugo (not sure if it's limited to him) that utilizes a very precise link at the end of tsumuji. (the 3 kick) Normally you would cancel the 2nd kick into the super as is designed but with the addition of the extra 1 hit frame from hugo being stunned and another 1 from him crouching, you can just BARELY link the super after the 3rd hit recovers, making it a very impractical link.
http://i247.photobucket.com/albums/gg141/Skiegh/TauntSA2.gif

Bit of a silly little GIF showing off a really silly launch reset setup for Ibuki's SAII utilizing her taunt whiff. Purpose? Absolutely none but I have landed this in a real match a few times.

Though, the reset used here is very useful against Urien players as you can easily dash to the other side of them for a crossup before they recover.

Ibuki: SAII BnB

http://i247.photobucket.com/albums/gg141/Skiegh/GrablessCombo.gif

Standard ungrabbed BnB for Ibuki's SAII. Primarily useless as the ungrabbed version of Ibuki's SAII is just not that spectacular. Unfortunately the only surefire way to combo her SAII so that it grabs the opponent is a jump in heavy punch into the super. Other than that, it's like most grab supers, it's there to punish and it does a good job of that at it activates in only 1 frame I believe.

Ibuki: Command Jump Setup

http://i247.photobucket.com/albums/gg141/Skiegh/CommandJumpSetup.gif

A flimsy link utilizing Ibuki's (generally useless) command jump combined with her amazing EX-Kunai for a nice little crossup. However, most opponents over the decent level will see Ibuki's command jump as an easy sign to hit with a shoryuken and as such this is a pretty impractical setup most of the time. You can substitute the EX-Kunai for a SAI to punish a shoryuken attempt but the timing is a bit strict.
http://i247.photobucket.com/albums/gg141/Skiegh/LinkSmaller.gif

The main purpose of this GIF is to show off one of the more practical uses of Ibuki's SAIII which is that it can be linked after her LP->MP target combo. A useful extension to a combo and probably one of it's only uses against typical opponents.

Ibuki: Crouching link BnB

http://i247.photobucket.com/albums/gg141/Skiegh/CrouchSmaller.gif

A crouching only BnB (Bread n' butter combo) that is certainly a useful thing to make use of if you're quick enough to link the medium kick after your target combo. The reason that kick can only be linked against crouching opponents is because opponents who are hit while crouching suffer from 1 extra frame of hitstun which is all it takes to setup a lot of useful links in Third Strike.

Ibuki: Hugo/Urien only combo

http://i247.photobucket.com/albums/gg141/Skiegh/HugoAbuseSmaller.gif

A hefty ground combo which can only be performed against Hugo and Urien due to their tall/large hit boxes. It's difficulty isn't super high and most skilled Ibukis will utilize it to some degree in those matchups but it does cost about 2 super bars but Ibuki rarely needs more than 1 bar at a time anyway. The only tricky part would of course be after the EX shoryuken (for lack of a better name), quite a picky light punch timing there.

Ibuki: Twelve only combo #2

http://i247.photobucket.com/albums/gg141/Skiegh/IbukiSuper2Smaller.gif

Utilizing the same mechanics as the previous combo, this one takes it a step further in both difficulty, risk and damage. You need to hit twelve very specifically to land just before he does and perform the super with an exact 1-2 frames. Risk versus reward at it's finest with a nice bit of finesse thrown in there as well.

I have performed this combo in an actual match against a more or less unsuspecting twelve player. The same one I performed the previous combo on no less -- needless to say, he was shocked and I was brimming with satisfaction.

Ibuki: Twelve only combo #1

http://i247.photobucket.com/albums/gg141/Skiegh/GrabframesSmaller.gif

A unique combo that can only be done against twelve which while also utilizing his extra large falling hitbox, also makes use of the fact that twelve for whatever reason has grab frames while falling; it's very precise but it's there and that is why you can land neckbreaker just as he is about to hit the ground.
I have landed this combo in an actual fight and it was ruthlessly satisfying, came up with this crap on my own, heh heh.



http://i247.photobucket.com/albums/gg141/Skiegh/DownandUpSmaller.gif

A link of attacks that can only be done against twelve due to his oddly shaped hitbox during his fall animation. It's decent stun generation as well as a good jump in setup for yet another chain of attacks, good for constant pressure.
Twelve only as I said, it is possible to hit with attacks after landing the aerial heavy kick on other characters but generally only with a jab (light punch) or Ibuki's famous knee. (Medium Kick)

Blog Purpose

Will be posting my GIFs and explanations here due to popular demand. Of course, I'll have to wing the descriptions again but they should more or less be the same or without the limit of a forum, even more descriptive.